How to: Stylized Mesh to UE5 Metahuman Character and export to Maya for Animation
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- Опубликовано: 25 июл 2024
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00:00 - What and Why
01:07 - First Steps
02:46 - Inside Unreal
04:25 - Mesh to Metahuman
05:48 - Adjusting Tracking Markers
08:01 - Metahuman Creator Website
12:02 - Export Metahuman into Autodesk Maya Кино
amazing dude, so glad to finally have a clear voice with direct instructions! instant subscribe!
Nicely done, Lucas. Looking forward to seeing what you do with MetaHuman Animator.
Great tutorial! Thank you.
Thanks! You're welcome :)
thank you. Because of you i created my first cursed character 💀
thank you its helpful!!
greate work, is there is anyway to make video to customize the clothing for this character, or a way to copy the skin weight from the character to the outfit clothing instead of reskin the clothing, and exported to metahuman and to UE5? thanks
Thanks a lot for this unvaluable content! Can you explain how to export animation face o blendshape from Maya to UE5?
quick question.
Can i do that process except i export it to blender.
Then let's say i modify the eye (bionic eye for example).
can i reimport it on Unreal and mocap the face or should i redo the process of mesh to metahuman each time?
It's human Shrek from the hit award winning movie - Shrek 2
could you link the other videos of yours that you mentioned?
How does mirror mode work during marker placement? Is there a key combination or do you have to activate it somewhere?
I also want to know if there is any symmetry option available for placing markers :(
Good day!
Great tut, how about body? Metahuman creator separates head and body and body is realistic human body
how can we make sure that it stays same as in your character ?
please man i whant to know exatly this, do you have any answears?
hi Lucas thanks for the tutorial. but I'm searching for 16:07
what about the body parts?
can we use metahuman for stylized body too ?
do you have any tutorials for editing a metahuman body
in zbrush
Hello.
What is the minimum and maximum polygonal quantity for the Metaverse Generic Universe and or Metaverse metatown?
Thanks
cool, but I haven't found on your site "Unreal for animators" - 1 day personal training)
my tracking markers fail to show up every time, I have tried this at least a dozen times. Anyone know why?
lol, like the dissing Blender, but I'm Head and toes a Blender guy after Auto-desk fined the company for me "wrongly" logging into 3D Max 2019 after 3D Max 2020 was released. And again 2 months ago for an EX employ that cracked software. Take a lot of time proving innocence and convincing a company that just dont care unless you buy or pay something extra every time they desire. Auto-desk would be my first choice if costumer-care was there main objective. But I'm happy to pay more buying plugins and a lot more smaller programs if I dont have to prove that I'm not a criminal. That said, I'm to small to enjoy having a large team, and blender dose everything I currently need. I will defiantly put the past behind me when I grow bigger and need real power.
oh my god its rob plays
Is that Jay Leno.
Ehhh..... Blender IS used in big studios.... but mostly for looked/previz.
No, not in my first hand experience at ILM, Sony, and Framestore for example. I'm all ears though if you'd like to give specific examples from your experience. Cheers
As awesome as blender is, it's not relevant to bring up in the metahuman context. It's basically entirely unsupported by metahuman workflows. The best you can do is import triangulated unrigged fbx's. There's some ways to work with metahumans in blender, but they definitely aren't comfortable or viable for actually working long term and maintaining sanity
Blender is used in small indie studios, not in big studios